Napoleon: Total War - Darthmod Improvements V.2 v.1.4.4 - Game mod - Download
The file Darthmod Improvements V.2 v.1.4.4 is a modification for Napoleon: Total War, a(n) strategy game. Download for free.
file typeGame mod
file size472.1 MB
downloads4776
(last 7 days)14
last updateWednesday, April 7, 2021
Report problems with download to [email protected]
Darthmod Improvements V.2 is a mod for Napoleon: Total War, created by 003skar98.
Description (in author’s own words):
This mod tries to achieve the ultimate napoleon total war experience by combining the following mods:
- "DarthMod Napoleon" by DarthMod Productions
- "Reb's NTW Ballistic Realism" by RebelSchutze
- "DISMOUNT MOD" by Flangled_Mace
- "Additional Units Mod - Napoleon" by SwissHalberdier
- "Bran Mac Born DMN" by Bran Mac Born
Disclamer: i do not own or did all the work that is put on this mod. This mod is based on Darthmod and AUM for darthmod, all the other changes made were either copied from another mod or changed by me. I didn't made the new units, texture, graphics, uniforms etc, i only did the pack file manager changes.
- Artillery ballistics and economic changes are based on RebelSchutze's mod
- Dismounting cavalry is based on Flangled Mace's mod
- The Ai is copied from Bran Mac Born DMN mod
- HOWEVER the base files are all from Darthmod and AUM
ATENTION: Im not a professional modder, i dont know how to mod most things, i just know how to change stats in PFM, pls dont ask for very complicated stuff. If you wanna work with me or help, just contact me pls
This mods changes the following:
- Buildings back to vanilla settings (darthmod stats divided by 10)
- All round shot can ricochet off the ground and water
- All projectiles have real life muzzle velocity, distance and spread (thanks to rebz mod changes)
- Grenadiers have grenades
- Militias can now use skirmish (fall back when the enemy gets close and everyone shoots when they are shooting at cav)
- All cavalry can dismount with the exception of lancers (lances bug and it sucks)
- Dragoons can shoot while moving as they should (watch out bc they have 150 range like all the other small guns)
- Cannonballs are now the same as in Darthmod Empire (the last landing of the round shot gets a shock wave (its actually 10 airgun bullets like in DME, but there's no good way to implement the shockwave without changing textures automagically, pls let me know if you prefer the DME version (both ricochet and final landings shoot 20 grenade fragments in every direction (10 go directly underground so there's a max limit of 11 kills if every bullet hits + the cannonball), every landing/direct hit 3-8 kills average) or the shock wave version (both ricochet and final landings have a 2 meter diameter radios of damage, every landing/direct hit 1-4 kills average) currently is in the DME version))
- Economic changes from Rebz's mod to the campaign (basically making trade with allies and keeping those alliances more valuable and rewarding)
- Unit's special ability barrage and accuracy (for arty) take 3 minutes and last for 3 minutes; rally and inspire take 2 minutes and last for 2 minutes; and all can be used 5 times
- Airgun and pistol muzzle velocity and range fixed from Reb'z mod, airgun - 150 meters engagment, 150m/s, pistol - 50 meters engagment 225m/s (half of a musket), Axe throwing - 10 meters engagment
- No bonus given from marksmanship to rifles (soldier's accuracy and gun's precision are separated just like irl, so a good rifle can only be good use in good hands and eyes)
- BUT there's marksmanship bonus for hand "weapons" (axe throwing, grenades, bows, chakkar?) of 75 (points i think? idk what they are refering to when putting this numbers, made it 75 accourding to the vanilla stats, if im correct its a 75% bonus (in vanilla the values of this bonus are from -100 to 100 so i guess it is percentage)), basically grenades are better thrown by an elite grenadier regiment than a normal grenadier regiment.
- Everyone can hide in dense trees/forests, inf, cav and arty
- Mobs Skirmish and irregulars can hide in buildings
- Moral System reworked by rebz, canons have low moral when left alone, units rout when more than half of the unit is killed (level 1), unit positioning is even more important (watchout ot leave your units alone) and morale is much more important now
- Cavalry slighly faster when running, and a slighly bigger difference between light medium and heavy cavalry
- Experience system slightly reworded by reb, it takes a little longer achieve level 1 but a little less as the levels increase
- Ships take longer to build
- Prestige reworked by reb to meet the diplomacy rebalance
- You can now ambush in every forest on the campaign map
- Canons now shoot as in DME but bc of the angle and the game engine its more rare to bounce, but its much more accurate (had teamkilling problems because of the game handeling spread values)
- Naval canons shots have a low chanceto start fires and Carcass a medium chance
- All factions Playable in mp, both land and sea
- Carbine muskets now spread the same as a flintlock
- Skirmishes (210m) andairgun (230m) now have the same plus meters than in darth in relation to the base distance (150m)
- Canons now shoot as in DME (unfortunatly due to the game's engine, shooting directly or indirectly inst affected by max elevation (shooting angle) so it looks like a howitzer -_-)
- French column unit spacing fixed
- All infantry can shoot while in combat (so basically they can shoot while not standing in a formation like when is fort walls, its still pretty derpy but it works better, also they dont actually have the ability to skirmish, just the behaveour, of course if the unit can actually do formation fire they will)
- Naval canons shots have a low chanceto start fires and Carcass a medium chance
- Auto resolve doesnt change depending on difficulty
- Every regiment costs 500 population
- Cavalry slighly faster at walking
- Every nation gets a base gdp of 2000
- Trade is much more valueable and trade price are all x10
- Technolagies buffed
- All light infantry can make a square
- AI in both battle and campaign improved from Bran's mod
Unfortunately its not possible to change units speed so columns are faster than lines :(
Requirements:
YOU MUST HAVE BOTH DARTHMOD NAPOLEON AND AUM-NAP 2.6 INSTALLED BEFORE COPY PASTING THIS MOD!
Follow the installation methods in both of them (first install darthmod then AUM), the download links are this ones:
Darthmod:
Moddb.com
AUM for DMN:
Moddb.com
Then install my mod
This mod tries to achieve the ultimate napoleon total war experience by combining the following mods:
"DarthMod Napoleon" by DarthMod Productions
"Reb's NTW Ballistic Realism" by RebelSchutze
"DISMOUNT MOD" by Flangled_Mace
"Additional Units Mod - Napoleon" by SwissHalberdier
"Bran Mac Born DMN" by Bran Mac Born
Disclamer: i do not own or did all the work that is put on this mod. This mod is based on Darthmod and AUM for darthmod, all the other changes made were either copied from another mod or changed by me. I didn't made the new units, texture, graphics, uniforms etc, i only did the pack file manager changes.
Artillery ballistics and economic changes are based on RebelSchutze's mod
Dismounting cavalry is based on Flangled Mace's mod
The Ai is copied from Bran Mac Born DMN mod
HOWEVER the base files are all from Darthmod and AUM
ATENTION: Im not a professional modder, i dont know how to mod most things, i just know how to change stats in PFM, pls dont ask for very complicated stuff. If you wanna work with me or help, just contact me pls
This mods changes the following:
Buildings back to vanilla settings (darthmod stats divided by 10)
All round shot can ricochet off the ground and water
All projectiles have real life muzzle velocity, distance and spread (thanks to rebz mod changes)
Grenadiers have grenades
Militias can now use skirmish (fall back when the enemy gets close and everyone shoots when they are shooting at cav)
All cavalry can dismount with the exception of lancers (lances bug and it sucks)
Dragoons can shoot while moving as they should (watch out bc they have 150 range like all the other small guns)
Cannonballs are now the same as in Darthmod Empire (the last landing of the round shot gets a shock wave (its actually 10 airgun bullets like in DME, but there's no good way to implement the shockwave without changing textures automagically, pls let me know if you prefer the DME version (both ricochet and final landings shoot 20 grenade fragments in every direction (10 go directly underground so there's a max limit of 11 kills if every bullet hits + the cannonball), every landing/direct hit 3-8 kills average) or the shock wave version (both ricochet and final landings have a 2 meter diameter radios of damage, every landing/direct hit 1-4 kills average) currently is in the DME version))
Economic changes from Rebz's mod to the campaign (basically making trade with allies and keeping those alliances more valuable and rewarding)
Unit's special ability barrage and accuracy (for arty) take 3 minutes and last for 3 minutes; rally and inspire take 2 minutes and last for 2 minutes; and all can be used 5 times
Airgun and pistol muzzle velocity and range fixed from Reb'z mod, airgun - 150 meters engagment, 150m/s, pistol - 50 meters engagment 225m/s (half of a musket), Axe throwing - 10 meters engagment
No bonus given from marksmanship to rifles (soldier's accuracy and gun's precision are separated just like irl, so a good rifle can only be good use in good hands and eyes)
BUT there's marksmanship bonus for hand "weapons" (axe throwing, grenades, bows, chakkar?) of 75 (points i think? idk what they are refering to when putting this numbers, made it 75 accourding to the vanilla stats, if im correct its a 75% bonus (in vanilla the values of this bonus are from -100 to 100 so i guess it is percentage)), basically grenades are better thrown by an elite grenadier regiment than a normal grenadier regiment.
Everyone can hide in dense trees/forests, inf, cav and arty
Mobs Skirmish and irregulars can hide in buildings
Moral System reworked by rebz, canons have low moral when left alone, units rout when more than half of the unit is killed (level 1), unit positioning is even more important (watchout ot leave your units alone) and morale is much more important now
Cavalry slighly faster when running, and a slighly bigger difference between light medium and heavy cavalry
Experience system slightly reworded by reb, it takes a little longer achieve level 1 but a little less as the levels increase
Ships take longer to build
Prestige reworked by reb to meet the diplomacy rebalance
You can now ambush in every forest on the campaign map
Canons now shoot as in DME but bc of the angle and the game engine its more rare to bounce, but its much more accurate (had teamkilling problems because of the game handeling spread values)
Naval canons shots have a low chanceto start fires and Carcass a medium chance
All factions Playable in mp, both land and sea
Carbine muskets now spread the same as a flintlock
Skirmishes (210m) andairgun (230m) now have the same plus meters than in darth in relation to the base distance (150m)
Canons now shoot as in DME (unfortunatly due to the game's engine, shooting directly or indirectly inst affected by max elevation (shooting angle) so it looks like a howitzer -_-)
French column unit spacing fixed
All infantry can shoot while in combat (so basically they can shoot while not standing in a formation like when is fort walls, its still pretty derpy but it works better, also they dont actually have the ability to skirmish, just the behaveour, of course if the unit can actually do formation fire they will)
Naval canons shots have a low chanceto start fires and Carcass a medium chance
Auto resolve doesnt change depending on difficulty
Every regiment costs 500 population
Cavalry slighly faster at walking
Every nation gets a base gdp of 2000
Trade is much more valueable and trade price are all x10
Technolagies buffed
All light infantry can make a square
AI in both battle and campaign improved from Bran's mod
Unfortunately its not possible to change units speed so columns are faster than lines :(
Possible (mostly hard to happen) changes:
Double unit size, up to 1000 militias with X2 in darth definitions, but that would imply rebalancing cannons and cavalry and increasing their numbers and i dont know how to effectivly balance so much units
Decrease accuracy for all units to simulate stress and soldiers being "afraid to shoot strangers", that would imply to rebalance moral to be more like NTW3 and i don't know how to mess with moral (no need, darthmod already does that)
Half all the fatigue de-buffs for tired, very tired and exhausted
Grenadiers have mass fire (everyone shots), but for some reason they aren’t shooting like that in all my tests, apparently the unit needs both voley_fire and skirmish abilities for everyone to shoot, but they keep on shooting by rank; i can make the militias fire all at the same time but i cant do it to other units for some reason. So if any modder knows whats wrong, pls tell me.
Mob's and garrisons shoot mass fire, but mass fire makes the unit spread, so its kinda weird, its the same effect with the fire and advance but it's not fixed, so the unit spreads and once no one is in its sights it goes back to normal distancing
All Infantries can "shoot while moving" (so you don't have to wait for one guy to reload to start shooting), but that would imply that all infanry just shoot without coordenation, so no rank fire, that will be up to debate
Make light inf hide in buildings
Cavalry have grappling hook (impossible to do)
Make an iron cannon ball made for direct fire at forts and a lead cannonball for direct and indirect fire that breaks when hitting the ground (not possible)
INSTRUCTIONS:
Requirements:
YOU MUST HAVE BOTH DARTHMOD NAPOLEON AND AUM-NAP 2.6 INSTALLED BEFORE COPY PASTING THIS MOD!
Follow the installation methods in both of them (first install darthmod then AUM), the download links are this ones:
INSTALLATION:
Download the zip
Extract files
Copy past the files unto your Napoleon data files, usually: C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\data
Replace them with the original Darthmod and AUM files from your previous installations (from requirements)
Your script shall have all of this two " mod DMN_DarthMod_Napoleon.pack; mod DMN_aum_nap_mod.pack; " and if you are playing with x2 units, it should automaticly have this one too " campaign_unit_multiplier 2; "
If nothing changes you can always copy paste again
PS: you may need the "use custom script" in the darthmod menu to make aum work
Protip: if you wanna have extra camera zoom copy past this " default_camera_type 2; " into the script in darthmod's menu
MY SCRIPT
mod DMN_DarthMod_Napoleon.pack;
campaign_unit_multiplier 2;
mod DMN_aum_nap_mod.pack;
default_camera_type 2; Download the zip
Extract files
Copy past the files unto your Napoleon data files, usually: C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\data
Replace them with the original Darthmod and AUM files from your previous installations (from requirements)
Your script shall have all of this two " mod DMN_DarthMod_Napoleon.pack; mod DMN_aum_nap_mod.pack; " and if you are playing with x2 units, it should automaticly have this one too " campaign_unit_multiplier 2; "
If nothing changes you can always copy paste again
PS: you may need the "use custom script" in the darthmod menu to make aum work
Protip: if you wanna have extra camera zoom copy past this " default_camera_type 2; " into the script in darthmod's menu
MY SCRIPT
mod DMN_DarthMod_Napoleon.pack;
campaign_unit_multiplier 2;
mod DMN_aum_nap_mod.pack;
default_camera_type 2;
- Last update: Wednesday, April 7, 2021
- Genre: Strategy
- File size: 472.1 MB
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